This list is newer, as I just got the deceiver. Dark eldar HANDED me a major whoopin...as in PHASED OUT by top of turn 4 and had only destroyed BARELY any of this stuff!!! He had some deal that reduced my shooting on his vehicles by 6"...MAJOR OUCH, enough dark lances and plasma to WASTE my 9 destroyers by turn 3, was a slaughter...

one small thing with this list, i'd run the destroyers in 3 squads of 3.

against an army like DE (super mobile), i'd drop the C'tan & spyders (never gonna make it) for another mono, more immortals & veil the lord. then DS the monos, near the spread out on the long centreline, this should cut out his options & veil/portal the warriors & immortals close to the raiders to neutralise the night shields.

In the game they were 3x3 squads. I changed them afterwards. Mainly the destroyers died horribly to only having 30" range and he had a TON of dark lances and plasma...dropped ALL of them early, and I had no range except to get dangerously close to assault range.

It was also dawn of war deployment, so his FAST army swooped in while mine got shot up first.

The only thing I can see is that you have 645 points of non Necrons, and only 3 units of warriors. You've got 48 Necrons, and that seems kinda low for a 2000 point game. Other than that, and rolling a DoW always sucks, you just got out manouvered. After a certain point it's not about the army, it's about the tactics, and I'd guess that you've reached that point.

Other than padding the PO limit, and maybe DSing some 'Liths or Infiltrating Flayed Ones to negate the range problem, I can't see much that could be improved on in the list itself. (I've never played Dark Eldar though, so I don't really know what I'm talking about)

Yeah I had the same question. I was hoping to keep my warriors back and out of danger (protected by the deceiver and the Spyders). 48 Necrons, PO at 11 models, means he has to kill 37 of them. The problem was he SWEPT 2 squads of 10 (which meant 21 models with the lord in 2 turns).

It was just brutal, my destroyers haven't ever been blocked so bad before.

I've been tempted to lose the spyders in place of more warriors. Possibly get 4 squads of 10, and maybe lose an immortal or 2 to fit it. Or RAISE the immortals to 10 and gain a destroyer in place of the spyders, something...I dunno.

Not only have I not played against D. Eldar before, but I haven't run a 2000 pt yet either.
From what I've seen elsewhere on this site though, I'd say another unit of 10 warriors for sure, maybe drop the C'tan for another Lord? Not sure, this is where my lack of 2000 games (haven't tried a C'tan yet either ) is a problem. In principle, if you're worried about melee (and I always like them for the WBB help) Spyders are worth it.

It's close to the original (which is why I picked it) but for a bigger change, could pick up wraiths and a more tooled out WraithLord, or drop a spyder or couple immortals to get the 3x3 destroyers
But again, you have more experiance fighting 2000s, or dark eldar that me (never done either) so this might not work at all

I've played against DE twice, and they are nothing to sneeze at in cc. AVOID CC WITH HIM!!! His archon+retinue will tear even your Deceiver/Nightbringer apart! With combat drugs, he can potentially assault 12", get 6 attacks with re-rolls to hit, and wound anything on 4+. Combine his lord with an upgraded wyche squad (blasters, agonizer, combat drugs) and he easily took down my 5W T7 2+ carnifexes (though my carnie didn't have a 4+ inv save).

Your top priority is to take down his transports. If you can make him footslog against your shooting, you have a chance. Otherwise, you don't. Always take warscythes with your lord. You'll need it to penetrate his lord's 2+ inv save (shadow field). Also give him a phase shifter as DE has tons of power attacks.

DON'T deepstrike you mono's. A lot of times, they don't arrive until turns 3, 4 or 5. By that time it is already too late. Besides, his army is so fast that he can easily avoid them.

Give your destroyers as much cover as possible. Also, it's a good idead to keep them within orb range.

Be careful of his charge range. He has a 21"-26" charge range if mounted in his transport (possibly more if he uses combat drugs to give him a 12" charge).